Project Details
This project displays a program capable of generating triangular terrain suitable for a 3D game world. It's coded in c++ and displayed using openGL.
Variables which can be altered are:
-The size of the area's depth and width.
-The difference in height between two consecutive points.
-The chance for the height to alter between two consecutive points.
Inputting different combinations of these variables can lead to the creation of interesting landscapes.
Collision detection (thought sill a little buggy) is made more effective by utilizing the octree technique. This refines the selection of triangular planes which could possibly be colliding with any given game object, giving the program less 'checks' do do each frame.
Variables which can be altered are:
-The size of the area's depth and width.
-The difference in height between two consecutive points.
-The chance for the height to alter between two consecutive points.
Inputting different combinations of these variables can lead to the creation of interesting landscapes.
Collision detection (thought sill a little buggy) is made more effective by utilizing the octree technique. This refines the selection of triangular planes which could possibly be colliding with any given game object, giving the program less 'checks' do do each frame.
Further development of this system aims to:
-Offer automated octree depth. should the smallest of areas hold too many triangle, a further subdivision should occur.
-File writing to save a generated landscapes format.
-Offer automated octree depth. should the smallest of areas hold too many triangle, a further subdivision should occur.
-File writing to save a generated landscapes format.